float4x4 WorldViewProj : WorldViewProjection;



struct ShaderIN
{
	float4 pos : POSITION;
};


//====================================BASE
struct BaseOUT
{
	float4 pos : POSITION;
};

BaseOUT BaseVS( ShaderIN IN )
{
	BaseOUT OUT;
	
	OUT.pos = mul( IN.pos, WorldViewProj );
	
	return OUT;
}

float4 BasePS( BaseOUT IN) : COLOR
{
	return 1;
}



























//======================TECHNIQUES
technique Default{
	pass p0{
		VertexShader = compile vs_1_1 BaseVS();
		PixelShader = compile ps_2_0 BasePS();
	}
}